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A pacy albeit implausible spy novel adapatation, December 6, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

Maybe we should style the title here as The Thirty Nine Steps by John Buchan, by Graham Walmsley? You see, this is a Twine reimagining of the early-Twentieth-Century novel that kicked off the spy thriller genre, albeit with all-new text rather than interpolating the original’s prose. I haven’t read the book, though going in was dimly aware of the plot – a resourceful hero forced to flee an omnipresent conspiracy, sort of a last-century Three Days of the Condor, with the mysterious title referring to some sort of cipher that needed to be unraveled to foil the plot of the baddies – which seemed well-suited to an IF rendering, what with the focus on action and puzzles.

(I've also heard debate about whether there are anti-Semitic implications to the novel – there are definitely some wrong ways to depict an international conspiracy – but happily there’s nothing like that in the game).

Overall I’d rate this as a successful adaptation. The game has a breathless pace that makes it the interactive equivalent of a page-turner – at every stage, you’re having to live by your wits, eluding your pursuers, trying to make progress on a dead man’s coded notebook, or having to decide whether a seemingly-friendly stranger is a potential ally or a disguised hunter. Throughout, there’s a simple but robust system that sorts most of your choices into clever, bold, or open options – unlike in a ChoiceScript game where these would probably be skills that you would develop through repetitive use, here they’re simply different choices of tactics (in fact sometimes a single decision-point could have multiple clever choices, or none), with the caveat that the best ending is reserved for players who take enough of the trustingly-naïve open choices to maintain their faith in humanity through to the end.

Some of these choices are definitely better than others, mind, and it’s certainly possible to end a chapter with a suboptimal result, or even fail the story entirely. But while there isn’t a save or undo system – they’d probably reduce the tension of the game significantly – in a nice compromise, you can go back and replay each chapter when you hit its conclusion; the few times I tried it, I found it only took a few minutes to retrace my steps and get a more positive outcome.

The game’s prose helps with this overall zippiness. It’s unadorned, but the locution is formal enough to suggest the milieu it’s trying to evoke, and it gets right to the point. Here’s the inciting incident that sets the plot in motion – there’s a lot packed into these two sentences:

"The man on the floor was quite dead, a knife through his heart skewering him to the floorboards. He was an upstairs neighbor, a trim man with gimlet eyes, who had looked at me searchingly whenever we passed on the stairs."

I do have a few critiques, mind. One is that while the game generally lets you fail forward, the difficulty of getting an ending where you figure out the plot and foil it completely seems quite high. For instance, several times in your journey, you’ll have a brief respite where you can try to improve your disguise, find some useful items, get some food or sleep, or work on decoding the dead man’s notebook. Obviously, the latter of these is quite important, but as far as I can make out, to suss out the baddies’ plans you need to choose the code-cracking option every single time. Meanwhile, the game flat-out tells you that the final chapter is meant to be played multiple times in order to gather the information needed for a winning run, without a metafictional conceit to justify the need for such outside knowledge.

The second flaw in the story – and given the genre I’m sincerely not sure how heavily to weight this – is that none of it makes the slightest lick of sense. Like, go back to that opening: you wake up with a dead man in your flat, and with all your belongings searched, because the evil conspirators know that the guy they murdered had written down many of their secrets in a notebook. Of course, you find said notebook almost immediately, at which point you have to elude the agents who are keeping your dwelling under observation so they can jump you. This is all well and good in terms of setting up thrilling set pieces, but pause for a moment and it crumples into incoherence. If the bad guys were so worried about this notebook, and so attuned to the risk of the protagonist finding it, shouldn’t they have murdered him in his sleep, rather than obligingly letting him slumber on uninterrupted? Contrarily, if they’d written him off as a threat, why establish such tight surveillance and try to grab him as soon as he leaves his apartment?

The whole game is like this. You hop a train to Scotland, losing yourself in sparsely-populated Highland villages, only to discover that there are conspirators on the train with you or waiting ahead at the station in the smallest of hamlets – if there’s a justification for this other than that they’ve somehow read the script, I didn’t pick it up. Fortunately, coincidences don’t just break for the bad guys: at one point, I was captured but managed to escape the deserted farmhouse where they’d taken me, only to blunder into a river fisherman mid-angling – who immediately recognized me, as he was a high officer in the Foreign Service who already knew I was innocent of the murder the villains had tried to pin on me and cleared my name without the slightest fuss or bother. Meanwhile, the final confrontation with this octopus-like conspiracy, that’s managed to extrude its tentacles across the length and breadth of the British Isles and has dozens of agents everywhere you look, involves facing down two weedy chaps, an elderly gentleman, and their noncombatant maidservant.

I’m not sure whether these are inconsistencies that can be laid at the door of the original, or were introduced in the adaptation. And again, for the thriller genre I’m not sure implausibility is too great of an issue – I seem to recall that the opening chapter of The Da Vinci Code involves an albino self-flagellating Opus Dei assassin monk named Silas escaping from a Spanish prison when an earthquake knocks down the walls, which is a sentence I can’t type without sniggering, though joke’s on me since it sold eight gazillion copies. Indeed, I almost got more enjoyment rolling my eyes at the silliness of the plot, and then just rolling with it, than I would have if everything had fit together with a neat and boring logic. The Thirty Nine Steps doesn’t seem to mind whether you’re laughing with it or at it, meanwhile – it’s too busy rushing from one fun, ridiculous stunt to the next.

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